It is time to meet another member of our team in our latest installment of our Live Story. Up next is our awesome 3D Modeler & Texture Artist, Adam Flores!

Outhouse Games: It is your turn for a profile, Adam! To get started, lets talk about how you came to Outhouse Games. When did you start working with us?

Adam Flores: I started working remotely in Novemeber 2015 and started working in office in January 2016.

OG: Can you tell us about the experience of getting this job and what it is like to see the company grow?

AF: Getting the job was awesome! Watching the company grow has been a great experience. I didn’t really know how much went into a small business like this, but seeing how hard Chris and Phil work to keep work coming in is very inspiring.

OG: What made you want to work in gaming?

AF: I can’t really say it was one particular game or experience, but I’ve always loved the art in video games. Knowing that someone would play something that I had a part in making gives me a sense of joy. Hopefully I can inspire someone else to get into gaming through the artwork we create.

OG: Can you tell us what a day in the life of a 3D Molder & Texture Artist artist is like? (

AF: That’s my primary role, but on a day to day to basis it can change. Working in a small studio like this is great because I can do many different things. I’ve had to rig and do some minor animation, very minor. I’ve done a little shader writing, very little, and even a little bit of scripting.

OG: What programs and tools do you use every day?

AF: MODO, Photoshop, Zbrush, and Unity are the primary programs. Every once in awhile I’ll use After Effects.

OG: Can you tell us about your desk setup?

AF: Currently it’s mess but it has my essentials, a Wacom tablet for texturing and sculpting, and a VR headset to test see how a scene looks in VR. Also it’s littered with toys.

A quick shot of Adam’s desk

OG: What are you working on right now for our latest VR title?

AF: I’ve just recently finished a snake and some broken statues, but today I’m going to be doing some particle effects for the magic elements of the game.

OG: Can you tell us anything really fun or unique about our upcoming title?

AF: Right now I really love the destructible physics in the game and I’m looking forward to when we implement the magical abilities.

OG: What has been the most challenging part of your job now that you are creating things for a VR game?

AF: Making everything look good and keep the frame rate high. Oh yeah, fire…. Making realistic looking fire that doesn’t look flat has been a fun challenge.

Adam hard at work on Bash the Vote 2016

OG: What is something that you have learned from working with VR?

AF: There are so many factors to making a good experience that it’s hard to limit it to just one thing. Your scale is definitely a crucial portion of VR. Being a bit too tall or too short in VR can make the whole thing seem off.

OG: What do you like about working with VR?

AF: Seeing everything we’ve created come together is probably my favorite. The lighting, the interactions, and the sound immersing you in a world you helped create is very satisfying.

OG: Any advice for someone wanting to get into the gaming industry and do a job like yours?

AF: If you want to be modeler/ texture artist, you have to practice those skills everyday. Find something you like and recreate it, then do it again, but faster and better. Never limit yourself to one thing though, at small studios it’s good to be a little knowledgeable of the other things that go into making a game. You don’t have to know everything, but at least be willing to learn and step out of your comfort zone. I didn’t really think I’d enjoy shader writing or particle effects, but it’s been amazing seeing something I’ve created in a virtual world.